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MoonBear Musings

Some thoughts from a stupid business bear

Let’s talk about how Mihoyo’s monetization works
让我们来谈谈米哈游的盈利模式

Contents [hide]

1. Introduction: Why write this and what are you going to learn about?
1. 引言:为什么要写这篇文章?你将从中了解到什么?

You open your favourite social media site. You see the same discussions come up again.
你打开你最喜欢的社交媒体网站,发现同样的讨论又出现了。

Imaginarium Theatre. Divergent Universe. Power creep. Player rewards. The monthly gacha revenue PvP leaderboards.
幻想剧场。分歧宇宙。数值膨胀。玩家奖励。月度扭蛋收入 PvP 排行榜。

But it feels like something is missing. These issues all feel related. But how? And why can two games made by the same developer still feel so different despite having so many similarities?
但你感觉好像少了些什么。这些问题似乎都息息相关,但究竟是如何联系在一起的呢?为什么同一开发商制作的两款游戏,尽管有许多相似之处,但给人的感觉却截然不同?

That’s what I want to talk about today:
这正是今天我想谈论的话题:

  • How do gacha companies think about revenue?
    抽卡游戏公司是如何看待收益的?
  • Why does your core game design matter for monetization?
    为什么你的核心游戏设计对盈利至关重要?
  • How does your game vision / content design / value delivery change based on your monetization goals?
    你的游戏愿景/内容设计/价值交付如何根据你的盈利目标而改变?

I will use Genshin and HSR for my examples, but the lessons and concepts are applicable to lots of other live services and gacha games more broadly as well.
我将以原神和崩坏 3 为例,但其中的经验和概念也适用于许多其他实时服务和更广泛的抽卡游戏。

2. How does revenue even work for gacha companies?
2. 抽卡公司的收益模式究竟是怎样的?

At its core, gacha companies make money by making you roll the gacha. Their revenue can therefore be modelled as:
从本质上讲,抽卡游戏公司通过让你抽卡来赚钱。因此,他们的收入可以用以下公式来表示:

Revenue = Player Desire to Consume (e.g. gacha / Resin refresh / BP / etc.) – Free Income
收入 = 玩家消费欲望(例如扭蛋/体力恢复/月卡等)- 免费收入

So there’s only two ways for gacha companies to make more money from its players. Either:
因此,抽卡游戏公司只有两种方式可以从玩家身上赚取更多收益。要么:

  1. Make you want to consume more; or
    让你想要消费更多;或者
  2. Limit your free income
    限制你的免费收入

It also happens that both of these levers are fully in control of the game studio. Therefore, all players exist in a fully planned and controlled economy the game studio owns.
碰巧的是,这两个杠杆都完全由游戏工作室控制。因此,所有玩家都存在于游戏工作室拥有的完全计划和控制的经济体系中。

2a. “Generosity” is calibrated to drive a specific baseline revenue
2a. “慷慨”经过校准,可以推动特定的基准收入

All free income effectively subsidises the spending of your players. So how do you determine what the optimal subsidisation level is?
所有免费收入实际上都补贴了玩家的支出。那么,如何确定最佳补贴水平呢?

  • When you have a large enough player base, you can divide up your players into specific groups and study their spending behaviour.
    当您拥有足够大的玩家基数时,您可以将玩家分成特定的组,并研究他们的消费行为。
    • Modelling the player base at an aggregate level works because even though individual players make very personal decisions for their spending (e.g. meta value / character personality / character “personality” / etc.), in large enough groups the behaviour is predictable and normalised.
      在总体水平上对玩家群体进行建模是有效的,因为即使个别玩家会根据自己的情况做出非常个性化的支出决定(例如,meta 价值/角色个性/角色“个性”/等),但在足够大的群体中,这种行为是可预测和标准化的。
    • Because free income directly offsets player spend, free income should not scale linearly with purchasable content. Instead, you should measure the elasticity for your key player demographics
      由于免费收入直接抵消了玩家支出,因此免费收入不应随着可购买内容线性增长。相反,您应该衡量关键玩家群体的弹性
    • i.e. the change in purchasing behaviour to changes in factors such as price or income
      即购买行为对价格或收入等因素变化的反应
  • The more inelastic your player behaviour, the less free income should scale with purchasable content
    玩家行为越缺乏弹性,免费收入随可购买内容的增长就应该越少
  • You can then scenario model different levels of free income subsidisation and determine the revenue maximising level of subsidy
    然后,您可以对不同级别的免费收入补贴进行情景建模,并确定收入最大化的补贴水平

For a basic demonstration of subsidisation effects, let’s compare how Mihoyo monetizes Genshin vs HSR. We can create several simple personas to represent different demographics of players:
为了基本演示补贴效应,让我们比较一下米哈游如何通过原神和未定事件簿来赚钱。我们可以创建几个简单的人物角色来代表不同的玩家群体:

  • Super-Whale Seto: Screw the rules, Seto has money. They instantly C6 every character on release.
    超级氪佬 Seto:Seto 不差钱,规则什么的都不存在的。每个角色都是一出就 C6。
  • Meta Morgan: Morgan is a Tactician and their parent Robin taught them to have lots of tactical options. As a dolphin they pull for half of the Limited characters that release every region and get C2 / E2 on all of them.
    精算大师 Morgan:Morgan 是一位战术天才,他们的父亲 Robin 教会了他们灵活变通的重要性。作为海豚,他们每期都会抽取一半的新角色,并且保证每个角色都能达到 C2 / E2。
  • F2P Florian: Florian spends all their money buying Vitamins, Mints, and Stellar Terra Shards. So they don’t have any money left to spend on gacha games.
    零氪玩家 Florian:Florian 把所有的钱都花在了购买树脂、矿石和星尘上,所以根本没有钱氪金。

So what do we find if we do the maths?
那么,如果我们计算一下会发现什么呢?

Super-Whale Seto 超级氪佬 SetoGenshin 原神HSR
Average Spend Per Patch (USD)
每版本平均花费 (美元)
1,3502,500
Average Chars Pulled Per Patch
每版本平均获得角色数量
7.614.0
% Char Ownership 角色持有率100%100%
Meta Morgan 精算大师 MorganGenshin 原神HSR
Average Spend Per Patch (USD)
每版本平均花费 (美元)
160350
Average Chars Pulled Per Patch
每版本平均获得角色数量
1.63.0
% Char Ownership 角色持有率50%50%
F2P Florian 零氪 FlorianGenshin 原神HSR
Average Spend Per Patch (USD)
每版本平均花费 (美元)
00
Average Chars Pulled Per Patch
每版本平均获得角色数量
0.81.1
% Char Ownership 角色持有率71%57%

So what conclusions can we draw from this analysis?
那么,我们能从这个分析中得出什么结论呢?

  • Mihoyo isn’t stupid. The extra free rolls in HSR are undermined by the faster character release schedule;
    米哈游并不傻。 原神中额外的免费抽卡机会被更快的角色发布速度所抵消;
  • The free income barely subsidises the faster character release schedule. This implies that Mihoyo has determined that most dolphin / whale players have highly inelastic spending behaviour;
    免费收入几乎无法补贴更快的角色发布速度。 这意味着米哈游已经确定大多数中氪/重氪玩家的消费行为具有高度非弹性;
  • F2P players in HSR get to pull for more characters overall which can be more satisfying;
    原神的零氪玩家总体上可以抽到更多角色,这可能更令人满意;
  • BUT if an F2P player likes more than 60% of the characters Mihoyo makes, then Genshin lets them own a greater proportion of the total character pool;
    但是,如果一个零氪玩家喜欢米哈游制作的 60% 以上的角色,那么原神让他们拥有了更多比例的角色池;
  • So in the end it doesn’t even matter the F2P generosity in HSR pulls is funded by squeezing the dolphins and whales harder by making them spend approx 2x or more what they spend in Genshin
    所以最终,原神中零氪玩家抽卡的“慷慨”是毫无意义的,因为它是通过更用力地压榨中氪和重氪玩家来实现的,让他们在原神中的花费大约是崩坏:星穹铁道的 2 倍甚至更多

“Generosity” therefore is a meaningless word. When a gacha game developer gives you free income, the most important question is: “What is their plan to make back their money?”
因此,“慷慨”一词毫无意义。 当一个抽卡游戏开发者给你免费收入时,最重要的问题是:“他们打算如何收回成本?”

2b. Why don’t all games just squeeze their whales by releasing more characters?
2b. 为什么不是所有游戏都通过发布更多角色来压榨重氪玩家?

Remember, there are two ways for gacha companies to make more money from its players:
请记住,抽卡游戏公司可以通过两种方式从玩家身上赚取更多钱:

  1. Make you want to consume more; or
    让你想要消费更多;或者
  2. Limit your free income
    限制你的免费收入

So how do companies make you want to consume more?
那么,公司是如何让你想要消费更多的呢?

Games are a series of interconnected systems. You cannot just make changes to one system without cascading effects to every other system in your game. For example, your character release pace has significant implications for:
游戏是由一系列相互关联的系统组成的。你不能只改变一个系统而不影响到游戏中的其他所有系统。例如,你发布角色的速度对以下方面有重大影响:

  • Game combat and combat mechanics design;
    游戏战斗和战斗机制设计;
  • The speed of power creep and the impact of power creep;
    数值膨胀的速度和影响;
  • Player account development and farming mechanics;
    玩家账号发展和养成机制;
  • etc. 等等。

So… let’s talk about all of this then. How does a gacha game’s core game design need to be built around its income structure?
那么……让我们来谈谈这一切吧。一款抽卡游戏的核心玩法设计需要如何围绕其收入结构来构建?

3. Game Design meets Monetization
3. 游戏设计与盈利

There is always tension between design and monetization. However, a cohesive game should ideally have its game design and monetization features work together as much as possible. If the two aspects fight with each other too much, then it ruins the player experience.
设计与盈利之间总是存在着矛盾。然而,一款优秀的、有凝聚力的游戏,理想情况下应该让其游戏设计和盈利功能尽可能地协同工作。如果这两个方面冲突过于激烈,就会破坏玩家的游戏体验。

An example of the homo-economicus brain thinking too hard about price sensitivity and not enough about how games actually work is John Riccitiello, former CEO of Electronic Arts and Unity:
过度考虑价格敏感度而忽略游戏实际运作方式的“经济人”思维的一个例子,就是艺电和 Unity 的前首席执行官约翰·里奇蒂耶洛:

When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you’re really not very price sensitive at that point in time.
当你沉迷于《战地》六个小时,弹夹耗尽,而我们要求你花一美元重新装弹时,你在那个时间点对价格真的不怎么敏感。

John Riccitiello is an example of someone who doesn’t actually understand how game design works. His career started in Consumer Packaged Good (CPG) such as Chlorox, Pepsi, and Häagen-Dazs.
John Riccitiello 就是一个不了解游戏设计精髓的例子。他的职业生涯始于消费性包装商品 (CPG) 行业,例如高乐氏、百事可乐和哈根达斯。

To him, games are just another product sitting on the shelf. A key goal in CPG is seeing how to extract the maximum value from a consumer purchase of a product and trying to shovel as much product into people’s faces as possible. The consumer experience can be optional.
对他来说,游戏只是货架上的另一种商品。CPG 的一个关键目标是研究如何从消费者的产品购买中获取最大价值,并试图尽可能多地向人们兜售产品。消费者体验是可有可无的。

This is the consequence of not understanding game design and how it must support your monetization goals: A nightmare of a game that fundamentally does not respect its players. And in turn, you create bad games that flop.
这就是不理解游戏设计以及它如何支持你的盈利目标的后果:一款从根本上不尊重玩家的噩梦游戏。反过来,你创造的糟糕游戏也会失败。

3a. Let’s talk about how design works in RPG games then
3a. 那么,让我们谈谈设计在角色扮演游戏中的运作方式

Design is a massive open topic and varies massively depending on what you’re talking about. For the sake of brevity, I’m just going to focus on role-playing games (both action RPG such as Genshin or turn-based RPG such as HSR).
设计是一个庞大而开放的话题,根据你所谈论的内容,它会有很大的差异。为了简洁起见,我将只关注角色扮演游戏(包括《原神》等动作角色扮演游戏和《崩坏:星穹铁道》等回合制角色扮演游戏)。

A large focus in role-playing games is combat. Satisfying combat is about the balance between the combat encounters versus the player and the “power” the player has.
角色扮演游戏的一大重点是战斗。令人满意的战斗是关于战斗遭遇与玩家之间以及玩家所拥有的“力量”之间的平衡。

Very broadly speaking, in most games the “power” a player has is determined by what their account owns. This is a combination of:
从广义上讲,在大多数游戏中,玩家拥有的“力量”取决于他们的帐户拥有什么。这是以下各项的组合:

Power = Player Skill (e.g. game knowledge, reflexes, etc.) + Characters (e.g. base numbers, element / path, etc.) + Gear (e.g. Artifacts / Relics, weapons, etc.)
力量 = 玩家技能(例如游戏知识、反应能力等)+ 角色(例如基础数值、元素/路径等)+ 装备(例如圣遗物、武器等)

Other games in these genres will follow similar structure although the exact terminology and systems may vary (e.g. Craft Essences such as Kaleidoscope in FGO are an example of Gear, MMORPGs such as FFXIV have Classes instead of Characters, etc.)
这些类型中的其他游戏将遵循类似的结构,尽管确切的术语和系统可能会有所不同(例如 FGO 中的万华镜等 Craft Essences 是装备的一个例子,FFXIV 等 MMORPG 拥有职业而不是角色等)

Monetization will directly influence how the 3 components of player skill, character kit, and gear are designed and balanced.
货币化将直接影响玩家技能、角色装备和装备这三个组成部分的设计和平衡。

The key goal in monetization is for your game’s systems to create continuous and regular impulses to spend.
货币化的关键目标是让你的游戏系统创造持续且规律的消费冲动。

A healthy long-term monetization system should therefore have repeatable design levers that can be used to reliably generate demand without compromising the core gameplay experience.
因此,一个健康的长期货币化系统应该拥有可重复的设计杠杆,能够在不损害核心游戏体验的情况下可靠地产生需求。

3b. How does power work for Genshin vs HSR?
3b. 原神与崩铁的 قدرت 机制有何不同?

Let’s consider the difference between Genshin and HSR and what this means for the power equation.
让我们来看看原神和崩铁之间的区别,以及这对 قدرت 等式意味着什么。

Factor 因素Genshin 原神HSR
Player Skill: Game balance
玩家技能:游戏平衡性
Even the most whale player still needs to learn how to actually press buttons, play a rotation, etc.
即使是最舍得花钱的玩家也需要学习如何实际操作、进行循环攻击等等。

Skilled players can also take advantage of mechanics such as i-frames.
熟练的玩家还可以利用无敌帧等机制。
You can just turn on auto-battle if you’re strong enough. Zero thinking or player skill required.
如果你足够强大,你可以直接打开自动战斗。不需要思考或玩家技巧。

This means a player can literally have zero skill and Mihoyo can still design content for them.
这意味着玩家可以真的零技巧,米哈游仍然可以为他们设计内容。
Player Skill vs Char Kit
玩家技巧 vs 角色强度
Players can use skill to overcome character kit limitations
玩家可以使用技巧来克服角色强度的限制

e.g. manually grouping enemies to AoE them down
例如,手动将敌人分组以 AoE 攻击他们
No amount of player skill can make a single target attack do AoE damage
任何玩家技巧都无法使单体攻击造成 AoE 伤害
Characters: Ease of building
角色:养成难度
Talent Books can only be farmed with Resin or bought with Genesis Crystals
天赋书只能通过树脂获取或使用创世结晶购买
Trace materials can be bought with non-paid currency in the store in addition to regular farming
除了常规的刷取途径外,还可以使用非付费货币在商店购买突破材料
Characters: Ease of building
角色:养成难度
World Bosses drop 2-3 level up materials (random)
世界 Boss 掉落 2-3 级升级材料(随机)
World Bosses drop a fixed value of 5 materials
世界 Boss 掉落固定数量的 5 个材料
Characters: Ease of building
角色:养成难度
46 Boss Materials for full uncap with 2.55 average drops per run and 40 Resin per run requires 720 Resin on average to fully uncap.
角色突破满级需要 46 个 Boss 材料,每次挑战平均掉落 2.55 个,消耗 40 体力,平均需要 720 体力才能突破满级。

At 8 min per Resin, this requires 96 hours of Resin.
按每次恢复体力需要 8 分钟计算,这需要 96 个小时的体力。
65 Boss Materials for full uncap with 5 drops per run and 30 Trailblaze Power (TP) per Run requires 390 TP to fully uncap.
角色突破满级需要 65 个 Boss 材料,每次挑战掉落 5 个,消耗 30 点星轨能量,总共需要 390 点星轨能量才能突破满级。

At 6 min per TP, this requires 39 hours of Resin.
按每次恢复能量需要 6 分钟计算,这需要 39 个小时的星轨能量。
Characters: Crowning 角色:天赋升级Crowns are highly limited and only available from Limited Time Flagship Events or Offering systems (e.g. Sacred Sakura)
王冠数量非常有限,只能通过限时旗舰活动或供奉系统(例如神樱树)获得。
Tracks are sold in the Shop, available in the Battle Pass, and weekly Simulated Universe rewards in addition to Events.
除了活动之外,还可以通过商店购买、战斗通行证以及每周模拟宇宙奖励来获得。
Characters: Power Creep 角色:数值膨胀Slower level of power creep. Many 4-Star chars are meta-defining and have been for years (e.g. Bennett).
数值膨胀速度较慢。许多四星角色都是版本之子,并且已经持续了很多年(例如班尼特)。
Faster power creep. Almost no reason to use a 4-Star character if a 5-Star character equivalent exists.
数值膨胀速度较快。如果存在对等的五星角色,几乎没有理由使用四星角色。
Gear: Artifacts / Relics Set Bonuses
装备:圣遗物套装效果
Very powerful with clear BIS choices and Resin efficient Domains to farm (e.g. Momiji for EOSF / Shim, Denouement for MH / GT)
非常强大,毕业套装选择明确,并且有刷取效率高的副本(例如刷取追忆之注连/华馆的 Momiji,刷取辰砂往生录/来歆余响的 Denouement)
Many 4pc set bonuses are bad and 2pc / 2pc or Rainbow is very viable. There is no clear Momiji level of Resin efficient Domain
许多四件套效果不佳,2+2 散件或五件套非常可行。没有像 Momiji 那样刷取效率高的副本。
Gear: Artifacts / Relics 装备:圣遗物Difficult to min / max
难以达到属性最大化
The increased number of things your substats can roll into makes it harder to obtain min / max pieces
副属性词条种类增加,导致更难获得极品圣遗物。

I can go on and on (e.g. Strongbox vs Synthesizing). But hopefully you can already start to see the pattern and main conclusion:
我可以继续举更多例子(例如,强效匣与圣遗物合成)。但希望你已经可以看出其中的规律和主要结论:

HSR has a stronger emphasis on the balance of power for Characters. Devaluing everything else in the power equation means forcing you to roll for more characters to reliably access power.
HSR 更强调角色的战力平衡。削弱战力公式中其他所有因素的价值意味着,玩家必须抽取更多角色才能稳定提升战力。

This makes perfect sense. We saw that HSR has a much stronger focus on squeezing its players through faster character release schedules as part of its core monetisation focus.
这完全说得通。我们看到,HSR 更加注重通过加快角色发布节奏来压榨玩家,以此作为其核心盈利模式的一部分。

To make this monetization approach work, the game design of HSR itself must be skewed around characters as well. Players need to be pressured to pull for characters frequently enough, and the game needs to make it as easy to “onboard” characters onto an account:
为了使这种盈利模式奏效,HSR 本身的游戏设计也必须围绕角色进行调整。玩家需要感受到足够的压力来频繁抽取角色,并且游戏需要尽可能简化角色入队和养成的过程:

  • The game that wants you to constantly pull new characters has to be a game that makes levelling and building characters easy;
    想要玩家不断抽取新角色的游戏必须是一款易于升级和培养角色的游戏;
  • The game has to make it more difficult for you to brute force content by having good gear (that you didn’t gacha for at least) compared to an equivalent game;
    与同类游戏相比,这款游戏必须让玩家更难通过拥有良好的装备(至少不是通过抽卡获得的装备)来强行通关;
  • The game has to design content that requires owning a wider variety of characters.
    游戏必须设计需要拥有更多不同角色才能完成的内容。

So we understand that game developers can tweak the balance of power to influence spending. But players (mostly) don’t accumulate power for the sake of power. Players need content that’s worth accumulating power for.
因此,我们知道游戏开发者可以通过调整战力平衡来影响玩家的消费。但玩家(大多数情况下)积累战力并不是为了战力本身。玩家需要有价值的内容来激励他们积累战力。

So we need to look at the other flip side of design in RPGs: Encounters and combat.
因此,我们需要看看 RPG 游戏设计的另一面:遭遇战和战斗。

3c. The live services content pipeline must follow your monetization approach
3c. 实时运营内容的产出必须与你的盈利模式相一致

Traditional RPGs and live services gacha RPGs have a significant difference that fundamentally alters how content can be designed.
传统 RPG 和实时运营抽卡 RPG 之间存在着显著差异,这些差异从根本上改变了内容的设计方式。

In traditional RPGs, the variation in power between players will be very narrow because developers have full control of a player’s power. This means that enemy encounter design and difficulty can be highly customised and fine tuned based on the tools the developer knows the player has.
在传统的 RPG 游戏中,玩家之间的战力差异非常小,因为开发者可以完全掌控玩家的强度。这意味着敌人的遭遇设计和难度可以根据开发者已知的玩家拥有的工具进行高度定制和微调。

For example, in Fire Emblem the developer can choose when players get access to higher tier weapons or class promotion items. If the developer knows what the maximum damage a player can do, then they know how to balance fight difficulty.
例如,在火焰之纹章中,开发者可以选择玩家何时获得更高级别的武器或职业晋升道具。如果开发者知道玩家的最大伤害输出,他们就知道如何平衡战斗难度。

However, this is not possible in gacha games because at any moment, the player can just pull out a credit card. The wide spread in power between players means that traditional encounter design techniques do not work.
然而,这在抽卡游戏中是不可能的,因为玩家随时都可以“氪金”。玩家之间巨大的战力差距意味着传统的遭遇设计技巧不再适用。

Instead, combat design needs to use design approaches that:
相反,战斗设计需要采用以下设计方法:

  1. Rely on restricting / punishing players;
    依赖于限制/惩罚玩家;
  2. Lean into the variance and encourage spending to brute force content; and
    利用玩家间的战力差异,鼓励玩家通过氪金碾压内容;以及
  3. Create methods that are repeatable and reusable.
    创建可重复和可重用的方法。

So how is the approach different for Genshin vs HSR?
那么原神和崩铁的处理方式有何不同?

3ci. HSR focuses on restrictive gameplay by dividing characters by kit features
3ci. 崩铁通过将角色按技能特点划分来专注于限制性玩法

HSR is a game that emphasises characters within the power equation. So combat design likewise creates a reward / punish approach to matching the right character for the right job.
崩铁是一款强调角色在战力体系中重要性的游戏。因此,战斗设计同样采用了一种奖励/惩罚机制,鼓励玩家为不同的战斗选择合适的阵容。

For those unfamiliar with HSR, all characters are classified by their ‘Path’. Very loosely speaking, you can think of them as RPG classes. For example:
不熟悉《崩坏:星穹铁道》的玩家需要注意,游戏中的所有角色都拥有自己的「命途」。简单来说,「命途」类似于角色扮演游戏中的职业。例如:

Path 命途Feature 特性
Nihility 虚无Debuffers including DoT-based characters
包含持续伤害角色的减益效果
Preservation 存护Defensive characters / “Tanks” and Shields
防御型角色/「坦克」和护盾
Abundance 丰饶Healers and Healing 治疗者和治疗
Hunt 巡猎Single-target DPS characters
单体输出角色
Erudition 博识AoE-focused DPS characters
群体输出角色

HSR further subdivides this by also having multiple ways to structure and classify attacks such as Follow-Up Attacks (FUA), damage scaling with shields, etc. The turn-based combat system also allows for other mechanics around manipulating the turn order.
星铁在此基础上,进一步细化了攻击方式的结构和分类,例如追击攻击(FUA)、基于护盾的伤害加成等等。回合制战斗系统也允许围绕操纵回合顺序的其他机制。

This means that HSR is built from the ground up to have a massive number of levers that Mihoyo can manipulate to design combat encounters. This structure lets Mihoyo create puzzle-style gameplay that uses combat as the vehicle for delivering the puzzle.
这意味着星铁从一开始就构建了大量的机制,米哈游可以利用这些机制来设计战斗遭遇。这种结构让米哈游能够创造出以战斗为载体来传递谜题的解谜式玩法。

The characters you own and the tools available in their kits form the solutions to the “combat puzzles”. As a result, HSR combat can be structured to punish or reward players based on the characters they own and can use.
你所拥有的角色和他们技能组合中可用的工具,构成了这些“战斗谜题”的解决方案。因此,星铁的战斗可以根据玩家拥有和可以使用的角色来进行结构化设计,从而对玩家进行惩罚或奖励。

3ci-1. Simulated Universe
3ci-1. 模拟宇宙

A great example is the Simulated Universe (SU) game mode. SU is a rogue-like game mode based around Path themes. For example, playing the Elation path in SU buffs your FUAs.
模拟宇宙(SU)就是一个很好的例子。模拟宇宙是一种基于不同命途的肉鸽类游戏模式。例如,在模拟宇宙中选择欢愉命途会增强你的追击攻击。

This means the game mode is explicitly restrictive. Afterall, if you don’t own a character that can create shields, then what is the point of playing the Preservation Path SU mode which completely revolves around shields?
这意味着该游戏模式具有明显的限制性。毕竟,如果你没有能够创造护盾的角色,那么玩完全围绕护盾展开的存护命途模拟宇宙模式有什么意义呢?

The new Divergent Universe mode is also noteworthy:
新的“繁星战线”模式也值得注意:

  • The Destruction Path has been heavily modified to promote gameplay around the Break mechanic rather than raw damage, which earlier iterations of SU focused on;
    毁灭路径已被大幅修改,以促进围绕“破盾”机制的游戏玩法,而不是早期 SU 版本所关注的原始伤害;
  • Break related Blessings and Equations have also been pushed very heavily and are so overtuned that Break is one of the best strategies in this game mode; and
    与破盾相关的祝福和等式也被极大地加强,并且过度调整到破盾成为此游戏模式中的最佳策略之一;并且
  • At higher difficulty levels (Protocol 6), enemies have a damage reduction modifier when not in the Break / weakened state.
    在更高的难度级别(协议 6),敌人不在破盾/虚弱状态时会获得伤害减免修正。

HSR also released the character Firefly (a highly anticipated Break-specific Destruction character) in the same patch Divergent Universe was released. What a coincidence!
HSR 还在发布“分歧宇宙”的同一补丁中发布了角色萤火虫(一个备受期待的破盾型毁灭角色)。真是巧合!

3ci-2. Events 3ci-2. 活动

The stages within combat events are often focused explicitly on specific features of combat to create the puzzle structure that explicitly encourages or discourages certain playstyles.
战斗活动中的各个阶段通常明确侧重于战斗的特定功能,以创建明确鼓励或阻止某些游戏风格的谜题结构。

For example, in the Tides of War event, each stage has explicit mechanics to reward players for HP consumption / FUAs / DoTs / etc.
例如,在“战争狂潮”活动中,每个阶段都有明确的机制来奖励玩家的生命值消耗/最终攻击/持续伤害等。

The logical extension of this is The Legend of Galactic Baseballer event. This is a fun rogue-like game mode event that is explicitly built around constructing scenarios that use character kit tools as problem solving answers.
其逻辑延伸是“银河棒球手传奇”活动。这是一个有趣的 roguelike 游戏模式活动,明确围绕着使用角色技能工具作为解谜答案来构建场景。

The Galactic Baseballer event then rewards you for using the right character kit tools with massive numbers, game breaking effects such as turn manipulation, and the accompanying big number dopamine hits.
然后,“银河棒球手”活动会奖励你使用正确的角色技能工具,并提供大量的数字、打破游戏平衡的效果(例如回合操控)以及随之而来的巨大数字多巴胺冲击。

3ci-3. Pure Fiction / Memory of Chaos / Apocalyptic Shadow
3ci-3. 纯粹虚构 / 混沌回忆 / 末日之影

These game modes are “end game” modes similar to the Spiral Abyss in Genshin.
这些游戏模式是类似于原神中的螺旋深渊的“最终游戏”模式。

The Pure Fiction game mode is explicitly an AoE-focused wave-based game mode. Because grouping does not exist, then players either own characters who have AoE damage or they don’t own characters with AoE.
纯粹虚构的游戏模式显然是一种以 AoE 为中心的波次游戏模式。因为不存在组队,所以玩家要么拥有具有 AoE 伤害的角色,要么没有 AoE 角色。

Before Pure Fiction, the main end-game mode was Memory of Chaos (MoC). What happened to MOC design before and after Pure Fiction’s release in Patch 1.6?
在纯粹虚构之前,主要的最终游戏模式是混沌回忆(MoC)。在 1.6 版本纯粹虚构发布前后,MoC 设计发生了什么变化?

You can see clearly from the graph that there are three “eras” of MoC:
从图中可以清楚地看出,MoC 有三个“时代”:

  • Patch 1.0: Initial release of MoC with 10 Floors max only
    1.0 版本:MoC 初始版本,最多只有 10 层
  • Patch 1.3: Introduction of Floors 11 and 12 as the hardest floors wth increasing focus on Boss and Elite enemies
    1.3 版本:引入 11 层和 12 层作为最难的层级,越来越注重 Boss 和精英敌人
  • Patch 1.6 Part 2: Futher reduction in enemy volume and almot every fight is focused on Boss and Elite enemies
    1.6 版本第二部分:进一步减少敌人数量,几乎每场战斗都集中在 Boss 和精英敌人身上

As soon as the AoE game mode launched, Mihoyo got rid of most of the trash mobs in the hardest MoC floors. Instead, they dramatically raised the difficulty with harder enemies and a greater focus on single target damage.
AoE 游戏模式一上线,米哈游就移除了大部分最难的 MoC 层级中的杂兵。相反,他们通过更强大的敌人和更注重单体伤害来大幅提高难度。

Afterall, players shouldn’t be rewarded twice for owning AoE characters… right?
毕竟,玩家不应该因为拥有 AoE 角色而获得双倍奖励……对吧?

Because HSR combat was designed to have multiple levers Mihoyo can manipulate, they can also create Blessings that are hyper-targeted. This means they can heavily influence how they want players to problem solve and avoid brute forcing content.
由于崩坏:星穹铁道战斗的设计有多种米哈游可以操纵的杠杆,他们也可以创造出超级针对性的祝福。这意味着他们可以 heavily influence 玩家如何解决问题并避免暴力破解内容。

For example, compare the June 2024 HSR MOC versus the June 2024 Genshin Abyss:
例如,比较一下 2024 年 6 月星铁模拟宇宙与 2024 年 6 月原神深渊:

  • HSR Blessing: Provides up to 75% ATK and 150% Break Effect in addition to a 100% Action Advance. Even ignoring the action advance, the raw value of stats is worth 40 substats for every single team member.
    星铁祝福:在 100% 行动提前的基础上,额外提供高达 75% 的攻击力和 150% 的破韧效率。即使忽略行动提前的效果,这些属性的原始值对于每个团队成员来说也相当于 40 点副词条。
  • Genshin Blessing: Provides up to 60% Elemental or Physical Damage %. This is worth approximately 10 substats.
    原神祝福:提供高达 60% 的元素伤害或物理伤害加成。这大约相当于 10 点副词条。

To come up with a Blessing as extreme as the one in HSR, Genshin would need to offer something equivalent to: When you trigger Dendro reactions 5 times, your entire team gains 944 EM
要想在原神中设计出像星铁那样强力的祝福,可能需要提供类似于以下的效果:触发 5 次草元素反应后,你的全队获得 944 点元素精通。

Likewise, Pure Fiction has also been a game mode that has rotated between a fixed set of 3 buffs rewarding:
同样地,“纯净交响曲”也是一个在 3 种固定增益效果之间轮换的游戏模式,分别奖励:

  • Ultimates (Patches 1.6 and 2.1);
    元素爆发伤害(1.6 和 2.1 版本);
  • DoT damage (Patches 1.6 and 2.2);
    持续伤害(1.6 和 2.2 版本);
  • and FUA damage (Patches 2.0, 2.1, and 2.3).
    以及重击伤害(2.0、2.1 和 2.3 版本)。

It is very clear at this point that Mihoyo explicitly expects players to build teams around these themes and pull for the required supporting characters in the gacha.
显然,米哈游明确希望玩家围绕这些主题组建队伍,并在抽卡系统中投入资源获取所需的辅助角色。

3cii. Genshin has fewer levers for restrictive gameplay so its design looks different
3cii. 原神在限制游戏玩法方面的设计空间较小,因此其设计看起来有所不同。

HSR was built from the ground up to have multiple combat systems that could explicitly reward or punish players. Genshin was not.
HSR 从一开始就被设计成拥有多种战斗系统,可以明确地奖励或惩罚玩家。原神则不是。

Geshin also has a larger focus on other components in the power equation which contributes to variance between players (e.g. player skill, Artifact quality). This in turn lets players brute force content.
原神更加注重影响玩家实力的其他因素,这些因素导致了玩家之间的差异(例如玩家技术、圣遗物质量)。这反过来又让玩家可以通过硬实力碾压游戏内容。

For example, do you know someone who basically plays the exact same teams every single Abyss (and completely ignores the Spiral Abyss blessing)?
例如,你认识每次深渊都用几乎完全相同的队伍(并且完全无视深渊祝福)的人吗?

Since Genshin cannot rely on the same explicit levers as HSR, it requires a different approach to game design to pressure spending.
由于原神不能像 HSR 那样依赖于相同的明确的杠杆,它需要一种不同的游戏设计方法来促使玩家氪金。

3cii-1. Combat: Shield Breaking
3cii-1. 战斗:破盾

This is one of the classic approaches to Abyss combat design. Elemental shields (generally) cannot be brute forced. This means that players must make sacrifices in team building to handle them.
这是深渊战斗设计的经典方法之一。元素护盾(通常)无法通过蛮力破除。这意味着玩家必须在队伍构建中做出牺牲来应对它们。

A classic example is the 3.7 Spiral Abyss which had a combination of Hydro and Cryo Heralds. This is an encounter design that is explicitly hostile to Hydro characters and more specifically Nilou Bloom (which was a very strong and popular team).
一个典型的例子是 3.7 版本的深渊,其中出现了水深渊使徒和冰深渊使徒的组合。这种遭遇战设计明显对水系角色不利,尤其是对妮露绽放队(当时非常强势且流行的队伍)。

As I wrote in my 3.7 Spiral Abyss Guide, Elemental Shield challenges such as these are designed as a “sink” for key characters. In this case, the 3.7 Spiral Abyss Left Half was designed as a Bennett and (to a lesser extent) Nahida “sink”.
正如我在 3.7 版本深渊指南中所写,像这样的元素护盾挑战被设计成关键角色的“汇”。在这种情况下,3.7 版本深渊的左半部分被设计成班尼特和(在较小程度上)纳西妲的“汇”。

Structuring Abyss layouts to create team building challenges therefore punishes players who lack a deep enough character roster.
因此,通过构建深渊布局来创造队伍组建挑战,会惩罚那些角色储备不够丰富的玩家。

3cii-2. Combat: Enemy wave structures
3cii-2. 战斗:敌人波次结构

Teams in Genshin have specific rotation structures and damage profiles. Encounters can be designed to punish or reward these team structures.
原神中的每个队伍都有特定的循环结构和伤害曲线。遭遇战的设计可以惩罚或奖励这些队伍结构。

For example, Ayaka Freeze is a team which has:
例如,神里绫华永冻队具有以下特点:

  • Initial set-up period to cast buffs and pile them onto Ayaka;
    初始的准备阶段,用于施放增益效果并将其叠加到神里绫华身上;
  • Frontloaded spike in damage concentrated in her Burst; and
    集中在其爆发技能中的爆发性伤害峰值;以及
  • Period of downtime before the second rotation can begin.
    在第二次循环开始之前的停滞期。

This team therefore is good at greeting a pile of AoE mobs and then asking the question: “Will it Blend?”
因此,这支队伍擅长于迎接一大群 AoE 小怪,然后问出这样一个问题:“能把它们都冻住吗?”

But it can also be easily punished. During Patch 3.x, Mihoyo wanted to promote its latest new teams and that meant punishing older popular teams from the 2.x era.
但它也很容易受到惩罚。在 3.x 版本中,米哈游希望推广其最新的队伍,这意味着要惩罚 2.x 时代流行的旧队伍。

Patch 3.4 Abyss Floor is an excellent example of punishing setup teams from the 2.x era. Abyss Floor 1-1 has 4 waves of single target enemies:
3.4 版本的深渊螺旋就是一个很好的例子,它惩罚了 2.x 时代需要准备时间的队伍。深渊螺旋 1-1 层有 4 波单体敌人:

  • If all 4 Ruin Machines spawned at the same time, it’d be a pretty easy clear for Ayaya Freeze;
    如果所有 4 个遗迹机器同时出现,那么对于神里绫华永冻队来说,这将是一场相当轻松的战斗;
  • But when they spawn separately, the threshold to brute force this is so much higher. A 20 sec rotation across 4 waves = 80 sec which is nearly half of your 180 sec limit for a 3★ clear;
    但是,当它们分开出现时,暴力破解的门槛要高得多。4 波敌人,每波 20 秒的循环 = 80 秒,这几乎是 3 星通关 180 秒限制的一半;
  • If any single enemy requires two rotations, your time allowance basically dies; and
    如果有任何一个敌人需要两轮攻击才能解决,你的时间限制基本上就没了;而且
  • As a front loaded Burst team, if you overkill the first wave then your CDs are down for the next Wave forcing you to run down the clock.
    作为一个前置爆发队伍,如果你在第一波敌人身上倾泻了太多伤害,那么你的技能冷却时间就会和下一波敌人的刷新时间错开,迫使你浪费时间等待。

You can see similar patterns in other Abyss encounter designs:
你可以在其他深渊环境设计中看到类似的模式:

  • Most enemies are no longer Venti-able precisely so you cannot solve all your problems with one character;
    大多数敌人不再能够被温迪的技能轻易控制,所以你不能再用一个角色解决所有问题;
  • The developers decide whether enemies are allowed to spawn close enough to be grouped by Kazuha or too far away to be easily grouped
    开发者决定了敌人是否会生成在足够近的距离以被万叶聚集,或者相距太远而难以被聚集
    • e.g. The Eremite spawn pattern in Patch 3.4 Abyss Floor 12-3-2 was nerfed specifically to prevent easy grouping
      例如,3.4 版本深渊 12-3-2 中的镀金旅团的生成模式被专门削弱,以防止玩家轻易地将他们聚集在一起
  • The Wenut is a boss that has explicit on / off dps phases and extremely predictable attacks to punish setup based teams and reward teams with flexible rotation structures
    沙虫是一种具有明显的输出/非输出阶段以及极易预测的攻击模式的 Boss,这惩罚了依赖特定流程的队伍,而奖励了那些具有灵活输出循环结构的队伍
    • e.g. C0 Ganyu can solo the Wenut because a constant stream of CAs line up very well against a boss that has low HP and is extremely predictable
      例如,0 命甘雨可以单挑沙虫,因为持续不断的蓄力箭雨非常适合对付这种血量低且攻击模式极其容易预测的 Boss

Adjusting combat encounter design is another method similar to shield breaking that can indirectly pressure player rosters.
调整战斗环境设计是另一种类似于破盾机制的方法,可以间接地对玩家的阵容构成压力。

3cii-3. Combat: Imaginarium Theater
3cii-3. 战斗:机关棋谭

Genshin has also evolved to the point where the variance in even accounts without vertical investment is huge due to factors such as Artifact quality, player skill and game knowledge (do you know how to use i-frames?), etc.
由于圣遗物质量、玩家技术和游戏知识(你知道如何使用无敌帧吗?)等因素,即使是不氪金的账号,原神也已经发展到差异巨大的地步。

Genshin also can’t create highly restrictive rules such as “the AoE mode” and “the non-AoE mode” in a game where players can just group enemies or manipulate the AI.
在一个玩家可以轻松聚集敌人或操纵 AI 的游戏中,原神也无法创建“AoE 模式”和“非 AoE 模式”这样限制性很强的规则。

Genshin also has a problem where eventually it just cannot convince players to roll for characters with overlapping roles.
原神还有一个问题,那就是最终它无法说服玩家去抽取角色定位重叠的角色。

For example, HSR can convince you Black Swan vs Blade are Wind DPS characters that are both worth owning because they have different Paths and uses (Nihility DoT vs Destruction Crit Scaling).
例如,崩铁可以让你相信黑天鹅和刃都是值得拥有的风伤输出角色,因为他们有不同的命途和用途(虚无持续伤害 vs 毁灭暴击倍率)。

But why should someone in Genshin own Hutao vs Yoimiya vs Arlecchino vs Lyney when their team structures are so similar? Do you really need a 4th Pyro on-field DPS character when you can’t own more than one Kazuha / Chevreuse / etc.?
但是,当胡桃、宵宫、阿莱奇诺和琳妮特的队伍构成如此相似时,为什么原神玩家要同时拥有他们呢?当你无法拥有多个枫原万叶/纳维莱特等角色时,你真的需要第四个火系站场主 C 吗?

At this point, there are only heavy handed options available to create restrictive gameplay. And so we arrive at the magic world of the Imaginarium Theater, which:
在这一点上,只剩下一些生硬的选择来创造限制性的游戏玩法。于是我们来到了模拟宇宙的魔法世界,它:

  • Forcibly locks accounts to specific elements; and
    强制账号绑定特定元素;以及
  • Restricting the number of times a character can be used per run
    限制每个角色在每次运行中可以使用次数

This form of ham-fisted restrictions is the natural conclusion if you create a game where:
这种笨拙的限制形式是自然而然的结论,如果你创造了一个游戏:

  • The game systems were not built from the ground up to allow for multiple ways to differentiate between characters that perform the same role;
    游戏系统并非从一开始就建立在允许多种方式来区分扮演相同角色的角色的基础上;
  • The power equation is sufficiently skewed to the point where players can brute force combat with highly invested characters; and
    体力值方程式过度倾斜,以至于玩家可以通过堆砌数值强行碾压战斗;并且
  • The game developers do not want to aggressively power creep characters and instead want characters to retain value over time.
    游戏开发者不想让角色强度快速膨胀,而是希望角色能够长期保值。

It is telling that one of the few things Wuthering Waves did not copy 1-for-1 from Genshin was the Spiral Abyss. Instead, their Tower of Adversity game mode has the same Vigor system that Imaginarium Theater and Triumphant Frenzy Event use.
耐人寻味的是,《崩坏:星穹铁道》几乎完全照搬了《原神》的设计,但唯独没有复制深境螺旋。相反,《崩坏:星穹铁道》的“模拟宇宙”玩法采用了与“忘却之庭”和“混沌回忆”活动相同的体力机制。

3cii-4. Character Kits: The “Bait Constellations”
3cii-4. 角色机制:“诱饵命座”

Mihoyo needs to create additional avenues of impulse spending to drain free income from players and encourage impulse spending.
米哈游需要创造额外的冲动消费途径,以消耗玩家的免费收入并鼓励冲动消费。

This is especially true for long-term highly invested players who have developed accounts and large character rosters.
对于那些已经拥有成熟账号和大量角色的长期重度玩家来说尤其如此。

  • These players don’t experience the same pressures to pull for new characters that a new player with an underdeveloped account does, so may pull on the gacha less; and
    这些玩家不会像新玩家那样,为了完善自己的账号而承受抽取新角色的压力,因此他们可能不会频繁地进行抽卡;并且
  • These players can stockpile their free income. So when they do finally pull, they can fully subsidize their gacha with free income only.
    这些玩家可以积攒他们的免费收入。因此,当他们最终决定抽卡时,他们可以完全使用免费收入来支付抽卡费用。

The approach Genshin has taken with modern character design is to push for early “bait Constellations”. For developed accounts looking for a taste of vertical investment, bait Constellations helps drain savings and trigger impulse spending.
《原神》在现代角色设计中采取的策略是推广早期的“诱饵命座”。对于那些寻求垂直培养体验的成熟账号来说,“诱饵命座”有助于消耗他们的积蓄并引发冲动消费。

How successful has this been?
这种做法的效果如何?

Consider Neuvillette. His C1 Constellation is generally highly regarded within the community. So how did the community respond?
让我们以莱欧斯利为例。他的 1 命座在玩家群体中普遍评价很高。那么玩家群体对此作何反应呢?

  • Neuvillette overall ownership rate: 65.5%
    莱欧斯利总体持有率:65.5%
  • Neuvillette C1 rate: 43.3%
    莱欧斯利 1 命座持有率:43.3%
  • Neuvillette overall C1 ownership: 28.4%
    莱欧斯利 1 命座总体持有率:28.4%

So about 1 in every 3.5 players in the entire game owns C1 Neuvillette specifically. This ignores all the players who own C2 and up.
这意味着平均每 3.5 个玩家中就有 1 个拥有 1 命莱欧斯利,这还没算那些拥有更高命座的玩家。

To put this into context, there are 8 characters in the game who have an overall ownership rate less than this.
值得一提的是,游戏中只有 8 个角色的总体持有率低于这个数字。

There are 36 Limited characters in the game as of Patch 4.6. So, in a way, Neuvillette’s C1 Constellation by itself is more popular than 22% of the entire Genshin character roster.
截至 4.6 版本,游戏内共有 36 个限定角色。因此,从某种程度上来说,莱欧斯利的 1 命座本身就比原神全部角色名单中 22%的角色更受欢迎。

That’s a lot of money at stake here. So it’s not surprising that Mihoyo has applied these lessons to HSR and aggressively adopted bait E1 / E2 Constellations designs.
这背后的利益是巨大的。因此,米哈游将这些经验应用到崩坏:星穹铁道中,并积极采用诱导玩家抽取 1 魂/2 魂命途的设计也就不足为奇了。

3d. Horniness is also a form of monetization
3. 色诱也是一种盈利方式

The exception is if the motivating factor for pulling characters is horniness. Horniness is evergreen.
除非抽取角色的动机是出于色欲。色欲是永不过时的。

If the motivation for spending isn’t gameplay but horniness, then you can get away with a lot. (e.g. NIKKE, Azur Lane, etc.) However, this also requires you to have a clear design vision about building a game focused on eroticism.
如果花钱的动机不是为了游戏性而是为了色欲,那么很多事情都可以不用顾忌。(例如 NIKKE、碧蓝航线等)。然而,这也要求你对构建一款专注于情色的游戏有清晰的设计愿景。

As such, this can only be adopted by game studios whose vision is to build a niche game and not a mass-market mainstream game.
因此,这种模式只适用于那些致力于打造小众游戏而非大众化主流游戏的厂商。

3di. What if I do want to make a mainstream game? How can I use this knowledge?
3di. 如果我确实想做一款主流游戏呢?我该如何利用这些知识?

The idea behind horniness as a driver for spending is that it is ultimately about appealing to niche individual tastes. So we can apply the same ideas here for Genshin.
将色欲作为消费驱动力的理念,本质上是迎合小众的个人口味。所以我们也可以将同样的思路应用到原神中。

One of the problems Mihoyo needs to solve is that it is running a portfolio business now. Its products Genshin, HSR, and ZZZ are all competing with each other and your monthly entertainment budget.
米哈游现在需要解决的一个问题是,它正在经营一个产品组合业务。其产品原神、崩坏:星穹铁道和绝区零都在相互竞争,争夺玩家每月的娱乐预算。

This means Mihoyo needs to deconflict the marquee character releases across its games.
这意味着米哈游需要协调其旗下各款游戏的招牌角色发布时间。

  • For example, you know that Acheron is releasing in March 2024 and will be your blockbuster release that absorbs all the marketing hype;
    例如,你知道阿基维利将在 2024 年 3 月发布,并将成为你吸引所有营销热度的重磅炸弹;
  • You need Genshin to not detract from HSR’s success and overshadow Acheron’s release;
    你需要原神不至于影响星穹铁道的成功,也不至于 overshadow 阿基维利的发布;
  • But you also don’t want to sacrifice Genshin’s revenue for free.
    但你也不想白白牺牲原神的收入。

Your goal here is to try and segment your customers as much as possible:
你的目标是尽可能地细分你的客户:

  • Allow your blockbuster release in one game to capture the majority of spending from the broad audience;
    通过一款爆款游戏吸引大众玩家的大部分消费;
  • Extract marginal revenue with niche designs in your second game that won’t compete for broad attention but drive impulse spending;
    通过第二款游戏中的利基设计获取边际收益,这款游戏不会与大众游戏争夺注意力,但会推动冲动消费;

What does this look like in practice? Well, consider Chiori. Chiori released in the same month as Acheron, a highly anticipated HSR character.
这种模式在实践中是什么样子的? 让我们以“知博”为例。 “知博”与备受期待的 HSR 角色“阿基维尔”在同一个月发布。

Character 角色Player Ownership Rate 玩家拥有率% Owners with C6 拥有 C6 的玩家百分比% Players owning C6 拥有 C6 的玩家占比
Top 10 C6’ed Chars C6 拥有率最高的 10 个角色
Yelan 夜兰81.3%12.1%9.8%
Furina 福里宁83.7%10.9%9.2%
Chiori 绮良良18.5%8.8%1.6%
Neuvillette 那维莱特65.5%8.5%5.6%
Wanderer 散兵43.9%8.4%3.7%
Arlecchino 阿莱奇诺50.4%7.9%4.0%
Yae Miko 八重神子55.5%7.9%4.4%
Ayaka 神里绫华69.4%7.3%5.1%
Eula 优菈34.0%7.2%2.5%
Itto 一斗21.9%6.9%1.5%
Other chars (for reference)
其他角色(仅供参考)
Navia 纳维娅36.5%4.2%1.5%
Ayato 绫人32.4%4.7%1.5%
Alhaitham 艾尔海森32.2%3.0%1.0%
Source: 胡桃工具箱 (July 2024)
  • Chiori is a character that is in the bottom 5 for overall ownership. However, Chiori’s fanbase is incredibly intense and is top 3 for C6 Rate1;
    从整体持有率来看,千早是倒数五名角色之一。然而,千早的粉丝群体却异常强大,她的六命率位居前三 1
  • Chiori has a comparable number of people who went all-out to C6 her compared to other generically popular character such as Navia, Ayato, and Alhaitham;
    与纳西妲、绫人和艾尔海森等普遍受欢迎的角色相比,为千早投入全部心血将其提升至六命的玩家数量不相上下;

Expect this trend to continue with future character releases and designs as Mihoyo experiments with ways to deconflict its character release schedules across multiple games (e.g. the split player reactions with Emilie).
随着米哈游尝试以各种方式消除其多款游戏角色发布时间表的冲突(例如,艾米莉的元素反应拆分),预计这种趋势将在未来角色发布和设计中持续下去。

4. Enshittification: When monetization goes wrong
4. 平台垃圾化:当货币化走向错误的道路

Enshittification may be a new word for you. So let’s first define what it is. Because I am lazy, I am going to steal borrow the Wikipedia definition:
平台垃圾化对你来说可能是一个新词。所以,让我们先来定义一下它是什么。因为我比较懒,所以我要“借用”维基百科的定义:

Enshittification is the pattern of decreasing quality observed in online services and products such as Amazon, Facebook, Google Search, Twitter, Bandcamp, Reddit, Uber, and Unity.
平台垃圾化是指在亚马逊、脸书、谷歌搜索、推特、Bandcamp、Reddit、优步和 Unity 等在线服务和产品中观察到的质量下降模式。

How does this occur? The creator of the word enshittification, Cory Doctorow, offered an explanation:
这是如何发生的呢?“平台垃圾化”一词的创造者科里·多克托罗给出了解释:

Here is how platforms die: first, they are good to their users; then they abuse their users to make things better for their business customers; finally, they abuse those business customers to claw back all the value for themselves. Then, they die.
平台的消亡过程如下:首先,它们对用户有利;然后,它们为了让企业客户满意而滥用用户;最后,它们又为了攫取所有价值而滥用这些企业客户。然后,它们就消亡了。

I call this enshittification, and it is a seemingly inevitable consequence arising from the combination of the ease of changing how a platform allocates value, combined with the nature of a “two sided market”, where a platform sits between buyers and sellers, hold each hostage to the other, taking off an ever-larger share of the value that passes between them.
我称之为“劣质化”,这似乎是平台价值分配方式易于改变,以及“双边市场”性质共同作用的必然结果。在双边市场中,平台介于买方和卖方之间,将双方挟持为人质,从他们之间传递的价值中攫取越来越大的份额。

This is a pretty good observation by a non-business person about how basic Marketing 101 principles work.
这是一个非商业人士对市场营销 101 原则如何运作的相当不错的观察。

To explain how enshittification (decreasing quality) affects live service games, I think it is helpful to: 
为了解释“劣质化”(质量下降)如何影响服务型游戏,我认为以下几点会有所帮助:

  • First cover the formal Marketing theory about how enshittification occurs;
    首先,介绍关于“劣质化”如何发生的正式营销理论;
  • Secondly, I will propose an alternative reason about why products and services get worse over time;
    其次,我将提出一个关于产品和服务为何会随着时间的推移而变得更糟的替代原因;
  • Then I will explain how Mihoyo avoids enshittification; and
    然后,我将解释米哈游如何避免“劣质化”;以及
  • Why enshittification can help explain why Mihoyo seems so resistant to releasing skins in Genshin and HSR
    为什么“劣质化”可以解释米哈游似乎如此抗拒在原神和崩坏:星穹铁道中发布皮肤

4a. Marketing 101: How does pricing work?
4a. 市场营销 101:定价是如何运作的?

The fundamental principle in Pricing 101 is: You can only charge as much as the value you create.
定价 101 的基本原则是:你只能收取与你创造的价值相等的费用。

This makes intuitive sense. If you create a product or service worth $10, why would anyone pay more than $10 for it?
这很直观。如果你创造了一种价值 10 美元的产品或服务,为什么有人会愿意支付超过 10 美元购买它呢?

However, companies do not typically charge the full amount of the value they create. This is because:
然而,公司通常不会收取他们创造的全部价值。这是因为:

Willingness to Pay: 付款意愿:

  • People value things differently (e.g. due to brand loyalty, social impact, weather, etc.);
    人们对事物的价值评估不同(例如,由于品牌忠诚度、社会影响、天气等因素);
  • Competition from other companies might result in price competition. This might lead to consumers forming expectations about what they are willing to pay;
    来自其他公司的竞争可能会导致价格竞争。这可能会导致消费者对其愿意支付的价格形成预期;
  • A great example is the $60 default price for AAA games that people expect. There’s no fundamental law of physics that says games should cost $60. But consumer expectations set a limit to what companies can charge.
    一个很好的例子是人们期望的 60 美元 3A 游戏默认价格。没有任何基本的物理定律规定游戏应该卖 60 美元。但消费者的预期为公司可以收取的价格设定了上限。

Consumer Surplus: 消费者剩余:

  • Companies typically charge lower than the maximum possible Willingness to Pay that Consumers have;
    公司的定价通常低于消费者可能拥有的最高支付意愿;
  • Sharing some of the total value created with consumers encourages them to buy more because the customer is getting more value than what they paid for;
    与消费者分享创造的部分总价值会鼓励他们购买更多,因为消费者获得的价值超过了他们支付的价格;
  • While consumer surplus is measured in monetary terms, it can capture intangible aspects such as the customer experience. It’s just a question of whether you paid the amount of money that the experience was worth.
    虽然消费者剩余是用货币来衡量的,但它可以捕捉到无形的方面,比如客户体验。问题只在于你是否支付了与体验价值相符的金钱。

4ai. Okay so why is this related to enshittification?
4ai. 好的,那么这与垃圾化有什么关系?

Enshittification is essentially the Darth Vader approach to pricing: “I Am Altering the Deal, Pray I Don’t Alter It Any Further.”
“垃圾化”本质上就是达斯·维达式的定价策略:“我在修改交易,希望我不会再进一步修改。”

If you are unhappy with how much profit you are making as a company, you have three choices:
如果您对公司目前的利润率不满意,您有三种选择:

  • Expand: Sell to more people at the same profit margin2;
    扩张:以相同的利润率将产品销售给更多的人 2
  • Improve: Make a better and more valuable product that consumer have a higher willingness to pay3;
    改进:打造更好、更有价值的产品,提高消费者的支付意愿 3
  • Reallocate: Make a power grab and go take away consumer surplus4.
    重新分配:进行权力攫取,夺走消费者剩余 4

Option 3 is what the core idea behind what Cory Doctorow calls “ease of changing how a platform allocates value”.
第三种选择正是科里·多克托罗所说的“平台改变价值分配方式的便利性”背后的核心理念。

An example of this is the attempt by Unity to change its pricing model to charge for installations. This is basically an unashamed power grab to steal consumer surplus leading to enshittification.
这方面的一个例子是 Unity 试图改变其定价模式,对安装收费。这基本上是一种毫不掩饰的权力攫取行为,旨在窃取消费者剩余,最终导致“垃圾化”。

4b. Enshittification sometimes isn’t deliberate
4b. “垃圾化”有时并非故意为之

Okay so if we don’t want products and services to be enshittified, then companies should focus on Options 1 and 2.
因此,如果我们不希望产品和服务被“垃圾化”,那么企业应该专注于选择 1 和选择 2。

In fact, Option 2 about improving the product sounds pretty good! Afterall, the company invests in the product and makes it better, increasing total value, and gets paid for doing it. Isn’t that a win-win approach?
事实上,选择 2 中提到的改进产品听起来相当不错!毕竟,公司投资产品并使其变得更好,增加了总价值,并因此获得了回报。这难道不是一种双赢的做法吗?

No.

4bi. What gets measured gets managed
4bi. 凡事皆可量化管理

Let’s say you’re a Product Manager at a tech company. You’re tasked with coming up with a new feature for a product and making people pay for it. Maybe you’re coming up with changes to the YouTube algorithm. How do you do this?
假设你是一家科技公司的产品经理,你的任务是为产品开发一项新功能并让人们为此付费。 也许你正在对 YouTube 算法进行更改。 你会怎么做?

Well, first you need data. And then you measure changes in the data over time. And that creates performance metrics. And then you manage the performance metrics.
首先,你需要数据。 然后,你需要随着时间的推移衡量数据的变化。 这就产生了绩效指标。 然后,你就可以管理绩效指标。

If the new feature you make means the metrics go up, then you’ve done a great job improving the product. And when it also helps the company make money, then you’ve achieved the win-win!
如果您制作的新功能意味着指标上升,那么您就出色地改进了产品。 当它还有助于公司赚钱时,你就实现了双赢!

… right? ……对吧?

But here’s the problem… What metrics are you actually measuring and managing?
但问题是……你实际测量和管理的是哪些指标?

In the tech world for example, companies track metric such as Daily Active Users (DAU), Monthly Average Users (MAU), number of times a link is clicked (click-through rate), usage time, etc.
例如,在科技界,公司会跟踪诸如每日活跃用户数 (DAU)、月平均用户数 (MAU)、链接点击次数(点击率)、使用时间等指标。

But do you notice something?
但你注意到什么了吗?

  • All of these metrics are used because they’re easy and convenient to measure;
    所有这些指标之所以被使用,是因为它们易于衡量且方便;
  • None of these metrics directly actually measure if the product is delivering a good experience for the customer and therefore consumer surplus
    这些指标都没有直接衡量产品是否为客户提供了良好的体验,因此也没有衡量消费者剩余。
  • These metrics can go up for reasons unrelated to delivering consumer surplus.
    这些指标可能会因为与提供消费者剩余无关的原因而上升。

So even if you are truly well-meaning, it’s possible to keep pushing for changes that look like product improvements but instead undermine your product and make it worse over time.
因此,即使你真的出于好意,你也很有可能不断推动那些看起来像是产品改进的改变,但这些改变实际上却会损害你的产品,并随着时间的推移使其变得更糟。

And when revenue is involved, there is the pressure to release changes not because it’s good for the customer. But it makes the revenue line go up and doesn’t appear to be harming consumer surplus…
当涉及到收入时,就会有压力要求发布一些改变,不是因为这对客户有利,而是因为它能使收入线 上升,而且看起来不会损害消费者剩余……

So ship the change! And ship the next change! And ship the next change! And ship the…
所以,发布这个改动吧!然后再发布下一个改动!然后再发布下一个改动!然后再发布……

And then one day you wake up and for some reason your product just seems… really terrible. And yet you can’t actually explain when you actually broke your product. The metrics didn’t show anything wrong!
然后有一天你醒来,发现你的产品不知何故变得……非常糟糕。然而,你却无法解释你的产品究竟是什么时候坏掉的。指标没有显示任何问题!

But clearly this is a problem that big and intelligent companies should be able to solve. There’s no way a company like Google could ever break their core product with incredibly stupid decisions and measuring the wrong metrics.
但显然,这是一个大公司和聪明公司应该能够解决的问题。像谷歌这样的公司不可能因为极其愚蠢的决策和错误的指标衡量而破坏他们的核心产品。

4bii. Revenue is addicting like a drug
4bii. 收入就像毒品一样让人上瘾

Watching your revenue line go up is like a drug. It feels good, you constantly want another hit, and it becomes harder over time to achieve the same high you felt the first time.
看着你的收入线 上升就像吸毒一样。这感觉很好,你总是想要再来一次,而且随着时间的推移,要达到你第一次感受到的那种快感会变得越来越难。

This is a problem because once you turn on the revenue tap, it is extremely hard as a business to justify turning it back off. Scope creep and financial pressure will also keep pushing you to just do that little bit more. And you will naturally enshittify your product over time because erosion of consumer surplus in the name of revenue is a one-way road.
这是一个问题,因为一旦你打开了收入的阀门,作为一家企业就很难找到理由再把它关掉。范围蔓延和财务压力也会不断地迫使你“就那么做一点点”。而且,随着时间的推移,你的产品自然会变得越来越糟糕,因为以收入的名义侵蚀消费者剩余是一条不归路。

For gaming, a simple example to point to would be the trend of microtransactions within MMOs despite also having paid member subscriptions. Afterall, the players themselves claim they’re willing to pay for these features.
对于游戏来说,一个简单的例子就是大型多人在线游戏中微交易的趋势,尽管这些游戏也有付费会员订阅。毕竟,玩家自己声称他们愿意为这些功能付费。

But once you can justify to yourself that players should pay for incredibly basic game functionality like name changing, well… the sky’s the limit isn’t it?
但是,一旦你给自己找到理由,认为玩家应该为改名这种极其基础的游戏功能付费,那么……还有什么是不可能的呢?

This is how you end up in a hellhole of game design such as MMOs with pay to skip or constantly pushing the cash shop in the face of players through the UI. Afterall, DAU didn’t go down… right?
这就是你会陷入游戏设计地狱的原因,比如那些充斥着付费跳过内容或通过 UI 不断向玩家兜售现金商店的 MMO 游戏。毕竟,DAU 没有下降……对吧?

An alternative non-gaming example would be Amazon. Once Amazon discovered the advertising drug, it was all downhill for the search function and the spam of sketchy third-party sellers.
一个非游戏领域的例子是亚马逊。自从亚马逊发现了广告这种摇钱树,它的搜索功能和充斥着可疑第三方卖家的垃圾信息就每况愈下了。

If customers are buying more and clicking more, then surely the user experience must be getting better! It’s best not to ask too many deep questions about what’s really lurking behind those sweet sweet advertising dollars…
如果顾客购买得更多,点击得更多,那么用户体验肯定在变得更好!最好不要深究那些甜蜜的广告收入背后真正隐藏着什么……

4c. How does Mihoyo avoid enshittification?
4c. 米哈游如何避免产品体验的恶化?

Avoiding enshittification requires having a very clear design vision and strong company leadership that lets you say “No” to things.
避免产品体验恶化需要非常清晰的设计愿景和强大的公司领导力,让你能够对某些事情说不。

Because commonly used metrics cannot properly measure and monitor consumer surplus, you need to:
因为常用的指标无法准确衡量和监测消费者剩余,所以你需要:

  • Create principles about what your product will and will not do;
    为你的产品制定明确的原则,规定它会做什么和不会做什么;
  • And then avoid temptation to deviate from those principles;
    然后避免偏离这些原则的诱惑;
  • Even if they would make you lots of money or some customers say they want it.
    即使它们会让你赚很多钱,或者一些顾客说他们想要。

You can see this reflected in Mihoyo’s behaviour as a company. For example:
这种理念也反映在米哈游的公司行为中。例如:

  • They are cautious to adopt radical changes to the product just because their customers ask for it and say No to a lot of things;
    他们不会仅仅因为玩家的请求而对产品进行彻底的修改,并且对很多事情都持谨慎态度;
  • They try to minimize potential for player regret when making system-level changes;
    他们在进行系统级改动时,会尽量减少玩家产生后悔的可能性;
  • They adamantly refuse to add complexity to the transaction and monetization systems within the game;
    他们坚决拒绝增加游戏内交易和货币化系统的复杂性;
  • They try to understand whether players are satisfied by just directly asking the players through frequent in-game surveys rather than trying to guess based on wishy-washy alternative metrics.
    他们会通过频繁的游戏内调查直接询问玩家,以了解玩家是否满意,而不是试图根据模棱两可的替代指标进行猜测。

4d. What does this have to do with skins?
4d. 这和皮肤有什么关系?

Mihoyo seems incredibly resistant to using skins as a source of monetization in their most recent games Genshin and HSR. What might drive this?
米哈游似乎非常抗拒在他们最近的游戏《原神》和《崩坏:星穹铁道》中使用皮肤作为盈利手段。是什么原因导致了这种情况?

Until they release an official statement, we can at least think about the design factors that would influence this decision.
在他们发布官方声明之前,我们至少可以思考一下影响这一决定的设计因素。

Design Factor 设计因素Impact 影响
Consumer spending behaviours
消费者消费行为
Does player spending on skins actually result in net new revenue
玩家在皮肤上的消费是否真的能带来净收入?

Or do players have a fixed entertainment budget a month and spending on skins substitutes spending on new gacha banners?
还是说玩家每个月的娱乐预算固定,购买皮肤的支出替代了抽新卡池的支出?

If players want to show how much they love a character, do they buy the skin or just C6 them?
如果玩家想表达对一个角色的喜爱,他们是会选择购买皮肤,还是直接将其升至六命?
Resource allocation 资源分配Skins require labour hours to produce. Mihoyo is already a world leader for speed of the content releases and their design ambition.
制作皮肤需要投入大量工时。米哈游在内容发布速度和设计雄心方面已经是世界领先水平。

How much more can they take on without compromising the core gameplay experience?
在不影响核心玩法体验的情况下,他们还能承担多少工作量?

And even if they had spare labour capacity, would they rather make a few more skins or just make Natlan more epic? What’s actually more important to them?
即使他们有闲置的人力,他们是更愿意制作更多皮肤,还是让纳塔更加宏大?什么对他们来说更重要?
Character access: Skin target market
角色获取:皮肤目标市场
Genshin’s primary monetization is through restricting access to characters. This isn’t compatible with a skins based approach. Restricting character access deliberately shrinks your skin audience.
原神的盈利模式主要是通过限制角色获取。这与以皮肤为中心的盈利模式并不兼容。限制角色获取会直接缩减皮肤的受众群体。

How many people are really going to buy a Ganyu skin if they don’t own Ganyu?
如果玩家没有甘雨,真的会有人为了皮肤去抽甘雨吗?
Character access: Free Income
角色获取:免费收入
Games with a heavier focus on skin monetization either have complete access to all characters (e.g. DotA), make it possible to grind out enough currency to unlock characters (e.g. LoL, Valorant), or have extremely generous free income (e.g. Azur Lane, GBF) precisely to solve the target market problem.
更注重皮肤盈利的游戏,要么所有角色都能免费获取(例如 DotA),要么可以通过肝游戏获得足够的货币来解锁角色(例如 LoL、Valorant),要么有极其丰厚的免费收入(例如碧蓝航线、碧蓝幻想),正是为了解决目标市场问题。
Social play 社交游戏Skins are more common in games with cooperative / social play because the skins provide social utility
在多人合作/社交游戏中,皮肤更为常见,因为皮肤提供了社交效用。

e.g. players in Fortnite who don’t use cosmetics get called “Default” as an insult, etc.
例如,在堡垒之夜中,不使用皮肤的玩家会被称为“默认皮肤”,以此作为一种侮辱,等等。

However, Genshin’s primary focus is a single player experience. Skins therefore do not have the same social value to players.
然而,原神的主要侧重点是单人游戏体验。因此,皮肤对玩家来说没有相同的社交价值。
Client modification 客户端修改You can mod your game files locally to just reskin entire characters or replace them with new models such as Chiori Ori (KR Duck pun).
你可以修改本地游戏文件,为整个角色换肤,或者用新的模型替换它们,比如 Chiori Ori(韩语鸭子双关语)。

In a single player game with no social element, why pay for what you can just mod?
在没有社交元素的单机游戏中,为什么要花钱买你可以通过模组获得的东西呢?

See also: Bethesda Horse Armour
另见:贝塞斯达马甲

These factors imply that Mihoyo has a very clear design vision about what they want their product to be:
这些因素意味着米哈游对他们想要的产品有非常清晰的设计愿景:

  • The core product is the open world and combat, and the vast majority of development resources go towards this;
    核心产品是开放世界和战斗,绝大多数开发资源都投入到了这方面;
  • Mihoyo has a single primary monetization vehicle (Characters and Weapons / Light Cones);
    米哈游只有一个主要的盈利方式(角色和武器/光锥);
  • This single vehicle is sufficient for extracting money without requiring multiple channels to upsell players;
    仅此一项就足以盈利,而不需要通过多个渠道向玩家推销;
  • Mihoyo is willing to say no to making more money if it means maintaining quality of everything else it produces (e.g. not splitting development resources)
    如果这意味着保持其他所有产品的质量,米哈游愿意放弃赚取更多利润(例如,不分散开发资源)

So this is how we end up where we are here today in Genshin. A low volume pipeline of skins that are only ever released when paired with events, and with nearly half of them given away for free anyway.
所以这就是我们今天在原神中所处的位置。一个低产出的皮肤渠道,只有在与活动配对时才会发布,而且其中近一半是免费赠送的。

And Mihoyo is absolutely okay if you don’t agree with this approach.
如果你不同意这种做法,米哈游也完全可以接受。

This is a consequence of having a very clear design vision and strong company leadership that says “No” to things.
这是拥有非常清晰的设计愿景和强大的公司领导层的结果,他们对某些事情说“不”。

4e. The skins monetization trap
4e. 皮肤盈利陷阱

Skins and cosmetics also contain an insidious trap when it comes to monetization.
皮肤和装饰品在盈利模式中也隐藏着一个陷阱。

The traditional thinking behind skins and cosmetics is that they are an easy to develop form of monetization that can exist outside of the core gameplay loop. This is only true up to a limit.
人们对皮肤和装饰品的传统看法是,它们是一种易于开发的盈利模式,可以存在于核心游戏循环之外。但这只在一定程度上是正确的。

Remember from Section 3 that game developers need to create reasons for people to pull for characters through game design. And in Section 3di I mentioned how players will eventually reach character saturation and no longer need to pull for as many characters on their account.
回顾第三节的内容,游戏开发者需要通过游戏设计来创造让人们想要抽取角色的理由。在第三节第三小节中,我提到了玩家最终将达到角色饱和,不再需要为自己的账号抽取那么多角色。

In many ways, the same is true for cosmetics. You might buy a skin for your favourite character or weapon. Maybe a second skin. But the fifth? Tenth? Twentieth?
在很多方面,装饰品也是如此。你可能会为你最喜欢的角色或武器买一件皮肤。也许是第二件皮肤。但第五件呢?第十件呢?第二十件呢?

Remember the original revenue equation:
还记得最初的收入公式吗:

Revenue = Player Desire to ConsumeFree Income
收益 = 玩家付费意愿 - 免费收入

Characters are at least tied to gameplay. Therefore gameplay content can influence character sales. Pure cosmetics on the other hand cannot use this lever without becoming “pay to win”. The levers for manipulating the player’s desire to consume are more limited.
角色至少与游戏玩法息息相关。因此,游戏内容会影响角色的销量。另一方面,纯粹的装饰品如果不想变成“付费赢”,就无法利用这一杠杆。操纵玩家消费欲望的杠杆更加有限。

Skins also need to be distinct to draw spending and create the desire to consume. This in turn places pressure on your design vision. You start with benign changes, maybe breaking the colour palette for a character. But eventually you need to explore more options and start breaking things such as the character silhouette and readability. You introduce fancy effects like new animations or particles.
皮肤也需要与众不同才能吸引消费,激发消费欲望。这反过来又给你的设计愿景带来了压力。你从善意的改变开始,也许打破了一个角色的配色方案。但最终你需要探索更多选择,并开始打破角色剪影和可读性等东西。你引入了奇特的效果,比如新的动画或粒子效果。

These new features also set sticky consumer expectations. Players will expect your new features such as particle effects, higher quality meshes and textures, etc. as the new standard of quality. This means that your cosmetics over time can only ever be monotonically increasing in quality. This in turn also drives up the cost of cosmetic development and erodes profits.
这些新功能也设定了消费者难以改变的期望。玩家会将你的新功能(如粒子效果、更高质量的网格和纹理等)视为新的质量标准。这意味着你的装饰品质量只能随着时间的推移单调递增。这反过来也推高了装饰品开发的成本,侵蚀了利润。

Eventually, as a developer you run out of options to get people to buy cosmetics. At this point, the customer base starts to segment:
最终,作为开发者,你会发现吸引人们购买装饰品的选项已经用尽。此时,客户群开始细分:

  • Collectors and whales: Much higher satiety limits (e.g. the player that buys every Lux skin no matter what) and willing to pay higher price points as well;
    收藏家和大 R 玩家:饱和度上限高得多(例如,无论什么皮肤都会购买的拉克丝玩家),并且也愿意支付更高的价格;
  • Lower spenders: Players who are more sensitive to “value” and become satiated over time.
    低消费玩家:对“价值”更敏感,并且随着时间的推移会逐渐饱和的玩家。

A company therefore needs to both cultivate a population of collectors as well as offer them products to collect. And this is how you end up with League of Legends announcing a 430 USD commemorative in-game skin.
因此,一家公司既需要培养收藏家群体,也需要为他们提供可供收藏的产品。这就是为什么英雄联盟最终会宣布推出价值 430 美元的纪念版游戏皮肤。

This also means that your product is now pivoting toward catering to an explicitly smaller and narrower audience. And this has consequences for your priorities when it comes to what you choose to prioritize in product and feature development.
这也意味着你的产品现在正在转向迎合一个明显更小、更狭窄的受众。这对你选择产品和功能开发的优先级会产生影响。

This is the trap when it comes to cosmetic monetization: Player satiation shrinks your customer base the same way that character releases can as well. And without the core gameplay loop offering levers to drive demand, satiety is much harder to break.
这就是装饰性货币化的陷阱:玩家的饱和度会缩减你的客户群,就像角色发布一样。而且,如果没有核心游戏循环提供拉动需求的杠杆,饱和度就更难打破。

5. Conclusion 5. 结论

So what are the key lessons we have learned during this journey together?
那么,在这一共同旅程中,我们吸取了哪些重要教训?

Section 2. How does revenue even work for gacha companies?
第二部分:扭蛋公司的收入是如何运作的?

  1. Revenue for gacha games is determined by
    扭蛋游戏的收入取决于
    • Revenue = Player Desire to Consume (e.g. gacha / Resin refresh / BP / etc.) – Free Income
      收入 = 玩家消费欲望(例如扭蛋/体力恢复/月卡等)- 免费收入
  2. Free income acts as a subsidy for players and should be calibrated based on expected player elasticity of demand;
    免费收入相当于对玩家的补贴,应根据玩家预期的需求弹性进行调整;

Section 3. Game Design meets Monetization
第三部分:游戏设计与盈利

  1. The key goal in monetization is for your game’s systems to create continuous and regular impulses to spend;
    盈利的关键目标是让你的游戏系统持续、定期地创造消费冲动;
  2. A healthy long-term monetization system should therefore have repeatable design levers that can be used to reliably generate demand without compromising the core gameplay experience;
    因此,一个健康的长期盈利系统应该具备可重复的设计杠杆,能够在不损害核心游戏体验的情况下可靠地产生需求;
  3. RPG gacha games cannot rely on traditional design tools because the variation in power between players in a gacha game is too wide
    角色扮演类扭蛋游戏不能依赖传统的设计工具,因为扭蛋游戏中玩家之间实力的差异太大;
  4. Game design must rely on imposing restrictions and these restrictions should synergize with the monetization approach of the game;
    游戏设计必须依靠施加限制,而这些限制应该与游戏的盈利方式相辅相成;
  5. For character driven games, the rate of acceptable character releases is governed by how well your game supports excuses to pull for characters;
    对于角色驱动型游戏来说,可接受的角色发布频率取决于你的游戏在多大程度上支持玩家抽取角色的理由;
  6. Horniness is a unique factor to encourage player spending but can only be utilised by niche games at scale;
    色情元素是鼓励玩家消费的独特因素,但只有小众游戏才能大规模利用它;

Section 4. Enshittification: When monetization goes wrong
第 4 节. 垃圾化:当货币化出错时

  1. Enshittification occurs when companies try to claim too much value and don’t leave enough value for players;
    当公司试图获取过多的价值,而没有给玩家留下足够的价值时,就会发生垃圾化;
  2. Enshittification can occur when companies track the wrong metrics and erode consumer surplus by not properly understanding what they are doing;
    当公司跟踪错误的指标,并且由于没有正确理解他们在做什么而侵蚀消费者剩余时,就会发生垃圾化;
  3. Even well meaning monetization systems that players themselves ask for can lead to enshittification due to erosion of value;
    即使是玩家自己要求的、出于善意的货币化系统,也可能因为价值的侵蚀而导致垃圾化;

I hope you enjoyed reading this essay as much as I enjoyed writing it.
希望您读这篇短文时,能和我写作时一样愉快。

  • 1
    At 8.8% C6 Rate, this is 2x the median C6 Rate for 5-Star characters
    以 8.8% 的 C6 概率计算,是其他五星角色 C6 概率中位数的 2 倍
  • 2
    Expand your sales volume 扩大销售规模
  • 3
    And therefore charge more for it
    从而提高售价
  • 4
    Change how value is shared
    改变价值分配方式

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